DANIEL SEGAL
Pipeline TD | Technical CG Supervisor
I am an experienced professional with many years in the CGI and VFX industry. My primary focus is technical oversight, supporting artists, and ensuring pipeline stability. I enjoy being the bridge between departments-leading meetings, advising animators, riggers, and lighters, managing tickets, and finding practical technical solutions so the creative process doesn't stall.


Collaboration & Employment:
  • B2B Contract: I have a registered company in Serbia. This is a convenient option for studios: you can hire me on a contract basis, avoiding payroll taxes, insurance overhead, and complex HR bureaucracy.
  • Full-time / In-house: I am also fully open to staff positions and relocation if the project requires deep integration and on-site presence.
Core Skills
Development & Pipeline:
  • Architecture: Pipeline development and high-level oversight (Maya, Houdini, Nuke, Blender, Unreal Engine).
  • USD Ecosystem: Deep integration of USD APIs, Solaris (LOPs), USDGeom, Primvars, and Hydra Delegates logic.
  • Languages & Tools: Python (PyQt/PySide), C++, C, Git, CI/CD, Process automation, and tool development.
  • Infrastructure: Docker, Kubernetes, Terraform, Database management (SQL, MongoDB, Redis).
  • Data Flow: YAML, JSON, rclone for global/cloud data sync, and custom API bridges between DCCs.
Production, VFX & Rendering:
  • Troubleshooting: Expert diagnosis of NaN pixels, SSS artifacts, LPE (Light Path Expressions) issues, and GPU/XPU memory optimization.
  • Color Management: OCIO (OpenColorIO) & ACES configuration and cross-DCC workflow standardization.
  • Management Tools: ShotGrid (Shotgun), Ftrack, OpenRV, FFmpeg.
  • Rendering & Farm: Deadline administration & optimization (Pools, Limits, Groups), Custom Event Plugins, RenderMan (RIB/Shaders), Arnold, Karma, Redshift.
  • Node Management: Monitoring node health, resolving license conflicts, and farm-wide error recovery (e.g., Black EXR issues).
Software & Artist Support:
  • Support: Providing technical guidance for Animators, Riggers, and Lighters during production.
  • Workflow Tools: Unreal Engine (Live Link, Cinematics), Studio Library, Substance, Adobe Creative Cloud (Photoshop, Premiere, After Effects).
  • Project Management: Ticketing systems (Zammad, Jira), task planning, architectural code review, and leading technical meetings.
TECHNICAL EXPERIENCE & PRODUCTION SUPPORT
1. Data, Storage & OS (The Foundation)
  • I/O & Metadata: Resolving IOPS starvation on NAS/SAN arrays; fixing slow directory listing caused by millions of tiny files (OpenImageIO/OIIO cache issues).
  • Hybrid Sync: Managing high-speed data delivery via rclone; configuring synchronization logic between local storage and remote/cloud environments.
  • Network & Locking: Debugging SMB/NFS oplocks; fixing stale file handles on Linux and Access Denied errors on Windows due to deep path limits.
  • Protocol Fails: Resolving ZMQ/gRPC drops in distributed tools; fixing License Server (RLM/FlexLM) port collisions and heartbeat timeouts.
  • Environment War: Managing PYTHONPATH/LD_LIBRARY_PATH collisions; fixing Binary Incompatibility (ABI) between custom C++ plugins and DCC versions.
2. Legacy & Hybrid Pipelines (Alembic/FBX/OBJ)
  • Cache Corruption: Debugging flickering Alembic (.abc) and VDB caches; fixing Motion Blur artifacts caused by inconsistent topology or shifting vertex IDs.
  • Reference Nightmares: Resolving Maya Reference loops, "unresolved" paths in scenes, and Namespace collisions that break downstream scripts.
  • Data Translation: Fixing Vertex Color/UV Set name mismatches and Normal Map flipping during FBX/OBJ transfers between Maya, Max, Blender, and Unreal Engine.
  • Spatial Logic: Fixing Gimbal lock, Pivot offsets, and Coordinate System (Y-up vs Z-up) mismatches between departments.
3. Modern Architecture & USD (Solaris & Real-time)
  • The USD Maze: Mastering USDGeom, Primvars inheritance, and Composition Arcs (References, Payloads, Variants, Inherits).
  • Solaris/LOPs: Debugging Hydra Delegate rendering discrepancies; fixing USD Preview Surface mismatches and Stage Flattening logic errors.
  • Real-time Integration: Troubleshooting Unreal Engine USD Stage imports; managing asset scaling and shader mapping between offline DCCs and UE5.
  • Scene Bloat: Resolving Out of Memory (OOM) crashes during flattening; optimizing Point Instancers for massive environments.
4. DCC APIs & Data Bridges (The "Glue")
  • API Mastery: Deep work with Maya Python API 2.0 (OpenMaya), Houdini HOM/HDK, Nuke Python/BlinkScript, and Blender bpy.
  • Game Engine Bridge: Handling Unreal Python API for automated sequence setup and asset ingestion.
  • Blender Specifics: Handling Depsgraph update issues and Linked Library corruption.
  • Publishing Logic: Troubleshooting ShotGrid/Ftrack API sync errors; fixing broken Asset Versioning and Publish/Subscribe event failures.
5. Rendering & Visual Artifacts (RenderMan, Arnold, Karma)
  • Color Pipelines: Debugging OCIO config mismatches; ensuring identical Look-Dev results between Solaris/Hydra and final Nuke comps.
  • RenderMan (RIS/XPU): Fixing XPU-unsupported shading nodes; debugging RIB generation errors and Checkpointing failures.
  • Arnold Mastery: Optimizing .tx texture conversion; fixing ASS file pathing issues and Kick standalone render crashes.
  • Diagnostic Mastery: Identifying NaN/INF pixels, SSS flickering, LPE (Light Path Expression) tagging errors, and Fireflies.
  • Hardware Stress: Managing GPU/XPU Out-of-Core rendering, VRAM segmentation, and TDR (Timeout Detection and Recovery) crashes.
6. Artist Support & Farm Stability
  • Deadline Chaos: Managing Database Bloat, Repository contention, Zombie-nodes, and Slave/Worker environment mismatch; developing Event Plugins for automated scene validation and cleanup.
  • Artist Advocacy: Resolving Studio Library UI crashes, Blendshape delta corruption, and Skin Cluster data loss to keep production moving.
Experience
Founder / Pipeline Architect
Segal Communications, Serbia — Present
  • Technical consulting and remote pipeline support on a contract basis.
Key achievements:
  • Developed and released under MIT license a production-grade validation platform for VFX/CG pipelines, preventing broken assets from reaching render or publish stages.
  • Built a modular Python core with parallel batch processing for high-speed integrity checks, hash-based version verification, and optional USD scene validation.
  • Integrated PostgreSQL and MongoDB backends for storing version hashes and enabling deterministic validation workflows.
  • Created both a CLI for seamless CI/CD integration and a cross-platform GUI with clear PASS/FAIL diagnostics for artists.
  • Delivered ready-to-run binaries for Windows and Linux with comprehensive documentation and integration examples.
CG Pipeline Developer
Yarko Animation Studio (Gazprom-Media) — "Dino’s Doctor", Moscow
  • Supported and enhanced existing USD pipeline for Maya, Houdini, Nuke, Blender
  • Developed render farm submitters for Houdini and Nuke
  • Solved render farm issues: fixed black EXR, configured pool selection system
  • Maintained Ftrack for production data management
  • Managed technical support system via Zammad
  • Enhanced FX publishing tools, auto-save, and versioning systems
  • Provided technical support for 200+ users
  • Contributed to production of feature films and series such as "Team Match," "Moto Mars"
Lead Technical Director
VFX Digital, Iceland (Remote)
  • Optimized existing VFX pipeline and administered render farm
  • Deployed and managed containerized applications using Docker and Kubernetes
  • Used Terraform for infrastructure management
  • Developed tools for automated data transfer processes
  • Configured Redis for caching and session management
  • Designed and optimized databases for production data storage
  • Provided technical support, code review, task planning, and team coordination
Lighting & Rendering Artist / Developer
Mukha Studio, Feature Film "Sadko", Ufa
  • Lighting and rendering for feature film project
  • Developed custom shaders, RIB generators, and scripts for RenderMan
  • Combined artistic and technical tasks
Education
  • Python Developer — GeekBrains
  • Architecture Diploma — Bashkir Construction Architecture College (BASC) - I received the specialty of a technician-architect but never worked in the specialty. During my studies, I repeatedly attended additional courses in 3d, programming, cad, and also participated in the creation of the Tarantula youth business school in St. Petersburg under the guidance of teachers.
  • Art School at BCAC - Graphics, painting, composition and sculpture classes
  • Ufa State palace of Art - Music diploma
Languages
  • Russian (Native)
  • English (Fluent)
  • Serbian (Fluent)
Open to relocation abroad.
© 2007 - 2026 Daniel Segal
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